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AboveTheChemist

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Everything posted by AboveTheChemist

  1. This is partially correct. From the i27p4 patch notes:
  2. Not sure if it will help, but the HC wiki settitle listing page at this link contains all currently known badge titles if you want to browse or search for specific terms.
  3. I have noted with keen interest that several browser-based alternatives have popped up in development over the years. Each and every one seems to have fizzled out, unfortunately.
  4. I'd wager that it's in the assets/live pigg files somewhere (and I'd start looking in texture_library/GUI/HUD/Tray), but from the top posts it sounds like you already checked there. Other than scouring the texture_library/GUI assets, I can't think of any other place to recommend looking.
  5. Bind and bind_file commands can be invoked from a popmenu, but they won't take effect until you restart your client or zone, which is generally less than convenient. I circumvent this using beginchat to pre-populate the chat bar with the bind or bind_file command (and building off Shenanigunner's post above): Bind Keys: Option "Babbage Search Key" "beginchat /bind ADD target_custom_next enemy alive Babbage" Bind Files: Option "Load Bind File" "beginchat /bind_load_file <file_name>" These require pressing ENTER twice to execute the command, which takes some getting used to, but it allows the binds to take effect immediately versus having to zone. Macros can be created via a popmenu, but you should enclose the command portion with <& and &> (instead of quotes) so that the client doesn't get confused with nested quotes. Here is an example, again building off Shenanigunner's post above: Option "Babbage Search" <& macro GM "target_custom_next enemy alive Babbage" &> Unless you just 100% MUST have this stuff in a popmenu, I'd recommend Shenanigunner's method.
  6. Sounds like it might be my understanding of Proc120s that is incorrect then, as I wrote at least one instance that explains how they work, and it doesn't match what is on the I18 page. Once the wiki unlocks I'll try to remember to correct the entries that I am aware of.
  7. Are you referring to the Proc120 description on the Issue 18 HC wiki page as the one in error? I checked the few other Proc120 descriptions that I know of on the HC wiki and they are all correct. If you aren't referring to that page, can you please link the page you are referring to?
  8. Correct, these only change things client-side and the individual user is the only one that sees the changes. As far as examples, the big one I can think of is vidiotmaps. I don't use this particular tool to update vidiotmaps because I developed my workflow before this or the previous DeTexturizer tool were available, but the set of tools I use does essentially the same thing.
  9. In the simplest terms, it is used for modifying (modding) in-game textures, be they maps, costumes, billboards, or any of the other textures you might see in-game. Individual game textures come in .texture format, and they contain the actual image plus a couple of layers of headers that the game needs in order to apply them properly in-game. Texture files can't be manipulated directly in programs like PhotoShop or GIMP (as far as I know), but if you remove those headers, then you gain access to the image which can then be modified. You then need to re-attach those headers in order to make it usable by the game again, and this tool assists with all of that.
  10. It is locked, and has been for several days. As I understand it based on some info on the closed beta discord, it's being migrated to new hardware. Don't quote me on that though, I am just repeating what I have read and have no further knowledge.
  11. For those trying to match and/or coordinate colors with costume scheme, a while back I created a costume color scheme page on the HC Wiki at this link that has the hex and RGB representations of all the colors available in the costume editor. It's in the collapsed table under the heading Available Colors, and you can reveal the hex/RGB codes by clicking and dragging over each cell to highlight the 'hidden' text. I got the hex RGB codes directly from costume save files so they should be accurate.
  12. Experienced Marksman is a PvP recipe. I popped on Brainstorm and checked all the PvP recipes and none of them appear to be vendorable. EDIT: What Rudra said, basically.
  13. Tracking down sound files can be a bit tricky, but the forum user formerly known as The Philotic Knight produced a spreadsheet called the Rosetta Stone that had all the sound file information available at the time. You can find a copy of the spreadsheet at the bottom of the post at this link. Additionally, Michiyo translated most if not all of that file onto the wiki at the Modding/Sounds/Powers page at this link, but be warned that there is a LOT of info there and the page may take a while to load. Making piggs is pretty easy, just use Michiyo's City Mod Installer. It has a tool for packaging one's own piggs, and whether you want to share them or not with the community is up to you. You can make a pigg with just the sounds you want to modify, which is what I would recommend, and then place it in the assets/mods folders as City Mod Installer instructs. I would NOT try to replace a file within and repackage one of the standard game piggs, because if you put that back in the game assets folder it'll just get overwritten when/if the game updates or verifies files. Finally, I recommend Piglet for viewing piggs and extracting the files you want from them. Michiyo provides a compiled copy of Piglet at this link.
  14. Recipes have a rarity that is tied to their drop rate which may or may not match the enhancement set rarity when it comes to uncommon and rare set IOs. When converting enhancements, it's the enhancement set rarity that is important. The HC Wiki page for enhancement sets at this link is a good resource to determine set rarity. For example, Kinetic Crash is an uncommon knockback enhancement set and the enhancements in that set are treated as uncommon for conversion purposes. The Kinetic Crash: Knockback/Damage/Accuracy recipe (and the enhancement it makes) is considered a rare (orange) recipe, but it will convert as an uncommon because of the set to which it belongs.
  15. I recently built a small form factor computer and wanted to share my experience. I hadn't originally planned to put any games on it, but I play several older games and when I saw how light the CPU/GPU usage was for these games on my main gaming computer (the one that is the focus of my previous post above), I decided to migrate them to the SFF build. This includes stuff like Project 1999, Icewind Dale, Forgotten Hope 2, and I decided to try out City of Heroes on there as well. This SFF computer has a Ryzen 5 5600G with 16 GB of DDR4-3200 RAM (4 GB of which I allocated to the iGPU), and no discrete GPU. I'm using the same monitor as above (1080p, 144 Hz), but the motherboard is limited to 120 Hz output so 120 FPS is the best I could hope for. Note that the numbers below are just general observations, and not the result of rigorous testing/data collection. I mostly wanted to get a general feel for how this hardware would do with City of Heroes. I initially tried the same settings I mentioned above, which are approaching Ultra settings, and it performed at the lower end of playability. I checked Atlas Park, Perez Park, Imperial City, and a few random Paragon City zones. These zones were around 20-30 FPS, which isn't great, but playable. I dialed some of the settings back, and saw significant improvement. I set FSAA to zero, lowered the water effects and shadow quality to low (but not off), and set visscale and lodbias to 2. I consistently saw FPS generally in the 75-85 range, up to 100ish FPS in some zones. I then turned shadows, water effects, environmental reflections, ambient occlusion, and anisotropic filtering to off/zero, and consistently saw FPS in the 90-120 range, with Atlas Park and Praetoria being at the lower end of that range, and all other zones at the higher end. In keeping with the spirit of the thread, I tried to strike a balance of settings to try to get to around 60 FPS, and here's what I came up with: This gave me performance in the 55-65+ FPS range, except in Perez Park where it was about 10 FPS lower. I don't intend to use this computer for normal CoH play, but I fully intend to keep CoH on there and use it when I am testing or just gathering data (which I do quite often). Overall I was really pleased with what the R5 5600G was able to do. For someone who just wants to play CoH in 1080p on a small budget and is willing to dial the settings back a little, it might be worth consideration. My particular build was a little more expensive since I went with a super small ITX form factor build, but tinkering around on PC PartPicker I could put together a decent mATX/ATX parts list (except monitor) for $350-$400.
  16. The quickest way to farm on Brainstorm is to open the freebies menu and grant yourself all the inf (and enhancements, if you need those) you could ever possibly need. Or 2 billion inf, whichever is higher. Click the little button at the end of the chat bar to get to it, or bind/macro the following: /bind <key> popmenu freebiesmenu /macro <name> popmenu freebiesmenu I am honestly not sure if there are farm maps on Brainstorm, though. I am not sure I've been in AE there, as I've seldom even been in it on the live shards.
  17. Does he spawn the smaller underlings (Rubble?) when he dies? If so, someone may have left some of them up somewhere. You might check his spawn points for any little guys.
  18. Another option would be to install the mods you want before playing a certain character, and then uninstall them once you are done with that character. You'd have to log completely out in between character swaps to do the install/uninstall, but you'd have to do that anyway if using a second separate CoH install. Install/uninstall would be easy if using City Mod Installer, but manual install/uninstall might also be feasible depending on how many sounds you wanted to mod. This method would save on storage space as well (CoH takes about 6 GB or so), if that is a concern.
  19. Along those lines, I'd recommend editing that post and removing that outdated file. I'd certainly appreciate you doing so. The latest version of that menu is available here: https://forums.homecomingservers.com/topic/24454-atcs-badge-list-popmenu/
  20. Here's the build I mentioned, and please keep the caveats I mentioned about it earlier in mind. It's more focused on the character concept than on any optimization, and isn't overly expensive aside from the one ATO set.
  21. I got a big kick out of the fact that the base of mine that you overhauled so beautifully for the demo class showed up in one of the articles.
  22. EDIT: A slash command has been added for this functionality, so I am removing this file. I'll leave the rest of the post up, though. As a follow-up to my previous post, the showbind dump file worked exactly like I hoped it would. I set it up to output every primary key and chord key combo for the primary keys listed on the wiki page for key names at this link, with the exception of the non-English keys and the joystick buttons (didn't know how to code the joystick buttons). I've attached the file here: <removed file> Save it to your favorite place for binds, and load it using the /bind_load_file command. In my case, I saved it to: C:\Games\HC\settings\beta\binds and loaded it (from Brainstorm) using: /bind_load_file binds/showbind_all.txt I used a relative path in my bind load command, but you may need to use an absolute path if you save it somewhere other than one of the server sub-folders in the settings folder. It should output the results in chat for all currently bound keys. You'll need to dig the results out of your chat log, so be sure to have chat logging on. The output isn't the prettiest, but if you need to know what all your keys are bound to, it should tell you. Keys bound to nothing will report 'Nothing' and keys bound to 'nop' will report 'nop'. Here's a snippet of the output for the default 'Modern' bind profile: It's not the most elegant solution, and it's a bit unfriendly to new users and/or folks that aren't familiar with loading bind files. But for bind enthusiasts, perhaps it will do until Number Six is able to add a slash command to save the binds to a dedicated file.
  23. This started the wheels turning and made me wonder if there is a way to set up a single bind file that can dump the binds for every possible key combination, like how the settitle bind file works for dumping all badge titles for importing badges into Badger, only with /showbind instead of /settitle. I've got some tinkering to do and will report back.
  24. My apologies, I've had the raw data toggled on so long that I forget that it's not on by default. At the top of the page in the blue banner where it says 'City of Data v2.0', just to the right of where it says that you'll see a symbol that looks like a stack of 4 blue discs. Click that (or the checkbox beside it) to toggle on the raw data, then scroll down and you'll see all the raw power data in JSON format. The second item from the top is "full_name".
  25. Try: Mission_Maker_Attacks.Arsenal_Assault.Heavy_Blow The "full_name" from the CoD power page is usually the internal name.
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